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Home » Hideki Kamiya’s Clovers on the tip of discs, Capcom’s belief on Okami 2, and Scalebound hopes
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Hideki Kamiya’s Clovers on the tip of discs, Capcom’s belief on Okami 2, and Scalebound hopes

Editorial TeamBy Editorial TeamSeptember 4, 2026No Comments33 Mins Read
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Hideki Kamiya’s Clovers on the tip of discs, Capcom’s belief on Okami 2, and Scalebound hopes
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You discover various things whenever you solely see a spot annually.

Since my final go to to CLOVERS’ Osaka headquarters final summer season, the studio has grown significantly. What was as soon as little greater than a gathering room with a small annex for builders now occupies a lot of a complete ground. The doorway has had a makeover too, changing its beforehand nondescript look with a brick façade and a big CLOVERS brand.

It’s a tangible reminder of how a lot the corporate has grown since its announcement at The Recreation Awards 2024, alongside its debut challenge, the Capcom-published Okami 2.

“We’ve now surpassed 70 employees, so in that sense the atmosphere has turn into considerably extra company-like,” says CLOVERS president Kento Koyama.

Studio head Hideki Kamiya provides: “We regularly discuss, like, ‘wow, we’re really a correct firm now,’ and simply the opposite day, we have been reminiscing again to the early days when our Osaka and Tokyo places of work have been mainly one room, and we had 4 or 5 individuals in every.

“Now we’ve this huge workplace in Osaka, one other good workplace in Tokyo, and we’ve introduced on increasingly more individuals. Again then, it felt like a hobbyist recreation design membership, however now we actually really feel like a fully-fledged firm.”

However whereas CLOVERS could more and more seem like a traditional firm from the skin, Kamiya says sustaining its unique spirit is essential – and that begins with its individuals. The studio has been deliberate about its hiring, just lately bringing a complete audio crew on board, most of whom have labored with Kamiya on a number of tasks earlier than.

“Despite the fact that the honeymoon section may need been over, just about all people within the firm was relationship one another for a really, very very long time earlier than getting married, and so in that sense it doesn’t really feel like something has actually modified,” Kamiya says.

“I imply, even with myself and Koyama, clearly we labored collectively for a very long time again at PlatinumGames, and we regularly mentioned how we liked the environment that we had on the crew we have been engaged on collectively, and we based this firm in some methods as an extension of that, in an effort to attempt to proceed to domesticate and maintain that.”

Learn on for VGC’s full interview with CLOVERS Studio Head/Chief Recreation Designer Hideki Kamiya and President & CEO Kento Koyama.

Hideki Kamiya can be showing at Lucca Comics & Video games in Lucca, Italy, on October 29 and 30.


What are you able to inform me about how the studio has grown since we spoke final in summer season 2025?

Kamiya: There’s nothing we will say concerning the precise improvement of the title itself, however what I can say is that for our half, we proceed to have a variety of enjoyable engaged on this challenge, and particularly when it comes to employees, we’ve continued to employees up since we final spoke, and we’ve gotten some actually unimaginable expertise that’s joined the crew over the previous 12 months which simply makes each single day of engaged on this title an absolute pleasure. I’d say that we’re having much more enjoyable than we have been a 12 months in the past.

Truly, one factor I can say is that we just lately lastly stuffed out our sound crew. Ever since we based the corporate, we didn’t have a single member who was a sound designer or composer on the crew, after which simply this previous April in a single fell swoop, we had 5 members who simply joined the crew all of sudden: three composers and two sound designers – extraordinarily gifted employees that I’ve labored with from method again who I belief implicitly, they usually actually helped fill out our roster in that self-discipline.

CLOVERS’s Osaka workplace has grown considerably.

One instance is Misaki Shindo, who has labored with me [as a sound designer] for a very long time on Bayonetta 1, 2, 3, Origins, The Great 101… so we’ve an extended historical past. Conversely, [sound designer] Hiroki Niwa is somebody with whom my working relationship is comparatively new, however Shindo trusts him very, very a lot, and she or he’s type of like his mentor determine, mainly.

Our newly joined composers are Hiroshi Yamaguchi, who labored with me method again on the unique Okami, the Bayonetta sequence, and The Great 101 – he’s an extremely gifted and gifted composer. Subsequent we’ve Hitomi Kurokawa, who labored with me on Bayonetta Origins and particularly and The Great 101, which we labored very intently collectively on. She makes extremely highly effective tracks and I actually love her work.

Final however not least, we’ve Aoba Nakanishi, who was really the lead composer of Bayonetta Origins. She labored on that title from the beginning and helped actually flesh out the sound of the younger Bayonetta’s world.

So what you possibly can take away from that is that these are a few of the high composers and sound designers in your entire trade, they usually all simply joined our crew all of sudden. So we’re now a lot stronger and extra assured for having them with us.

Along with the sound crew, we’ve additionally added a variety of different individuals from all types of disciplines, equivalent to programming and artwork, each right here in Osaka in addition to in Tokyo, and I imagine we only recently surpassed the 70-employee mark.

Now with the sound employees and composers, I imagine we’ve all disciplines represented throughout the firm. However that’s to not say we wish to cease right here. We’re nonetheless positively very a lot serious about persevering with to employees up and discovering like-minded new colleagues that may be a part of us. So we hope that folks will check out our web site and hopefully if what they see there resonates with them they’ll be impressed to affix us.

Was there a specific motive you employed the audio crew all of sudden? Did you maintain off, for instance, or did all of them turn into out there directly?

Koyama: It was really by complete circumstance. We have been positively hiring for these positions earlier than, they usually simply occurred to turn into out there.

Kamiya: I’ll say one complicating issue on why we didn’t discover anybody earlier than that, although, was as a result of it was robust for us to kind of choose them. We did obtain functions from individuals in these disciplines, however it was type of troublesome to evaluate whether or not they could be a very good match or not simply based mostly on their resume, their CV, or by listening to some samples of issues they’ve composed up to now. With out specialists internally, it was troublesome to evaluate.

Hideki Kamiya’s Clovers on the end of discs, Capcom’s trust on Okami 2, and Scalebound hopes
CLOVERS is growing the sequel to Okami between Osaka and Tokyo.

their CVs, I think about we could be assured that your future video games will sound like Kamiya video games. Is that one thing that you simply’re explicit about?

Kamiya: I do take into account myself fairly explicit in the case of that, however you talked about this concept of the ‘Kamiya sound’, and what I’d say to very evenly push again on that’s I don’t essentially have a definitive thought in my head of what I would like the sound or the music to be like as a really concrete imaginative and prescient.

What I’d say is that I strategy each recreation with some thought in my head of what I’d need the brand new sound for that to sound like, after which I’ll talk about that with my very gifted employees, they usually kind of decide up the ball and run with it, they usually’ll come again to me with all types of concepts, and say, ‘properly, what do you consider this?’

And thru that type of backwards and forwards, and that collaborative course of, and that dialogue, we ultimately arrive on the sound that we wished to attain, and we ultimately find yourself delivering the gamers, however I positively say that with out the assistance and cooperation and the collaboration from very gifted employees, we’d by no means obtain that degree of sound high quality.

It’s been almost two years since CLOVERS was introduced, and presumably the honeymoon interval is over. Now that the crew’s largely in place, has it began to really feel like an actual problem but?

Koyama: As I discussed earlier, we’ve now surpassed 70 employees, so in that sense the atmosphere has turn into considerably extra company-like. There are some challenges that include that, so I gained’t say it’s been 100% challenge-free, however to be sincere, what’s continued to shock me is that on the entire, I’d say it has been comparatively clean crusing thus far, even now.

I attribute that largely to only the truth that the entire employees that we carry on actually share that very same mindset that we are likely to concentrate on. It actually makes my job as President & CEO fairly a bit simpler as a result of I don’t need to spend an excessive amount of time worrying about how one can resolve challenges on that aspect of issues.

“We’ve now surpassed 70 employees, so in that sense the atmosphere has turn into considerably extra company-like. There are some challenges that include that, so I gained’t say it’s been 100% challenge-free”

Kamiya: I totally agree with Koyama. We regularly discuss, like, ‘wow, we’re really a correct firm now’ and simply the opposite day, we have been reminiscing again to the early days when our Osaka and Tokyo places of work have been mainly one room and we had 4 or 5 individuals in every. Now we’ve this huge workplace in Osaka, one other good workplace in Tokyo, and we’ve introduced on increasingly more individuals. Again then, it felt like a hobbyist recreation design membership, however now we actually really feel like a fully-fledged firm.

One factor that’s crucial to me as we proceed to employees up is we by no means wish to really feel like this huge company in any form or type. We nonetheless actually treasure those self same concepts that we had once we based the corporate, and having as little distance as potential between all people within the firm.

Truly, one pretty distinctive initiative that Koyama does is each single week he’ll carve out a number of hours to do what he calls ‘The CEO Room’, which is the place anyone within the firm can e-book a slot and get some one-on-one face time with him.

Even I don’t know what individuals speak to him about in there, however my understanding is it’s mainly something that they need, from current work to suggestions concerning the firm. I believe that’s simply certainly one of a number of ways in which we proceed to prize that closeness between all people and this free and open environment the place all people can freely change concepts.

As companions as properly, you’re now having to work collectively within the thick finish of recreation improvement. Have there been occasions whenever you’ve clashed but?

Kamiya: Not a lot, to be sincere. To proceed with the wedding metaphor, I imply, despite the fact that the honeymoon section may need been over, just about all people within the firm was relationship one another for a really, very very long time earlier than getting married, and so in that sense it doesn’t really feel like something has actually modified.

Hideki Kamiya’s Clovers on the end of discs, Capcom’s trust on Okami 2, and Scalebound hopes
Koyama and Kamiya co-founded Clovers after leaving PlatinumGames.

And I’m positive if two individuals meet, they usually very out of the blue resolve to get married, they usually transfer in collectively for the primary time, I may see there being some discord that may come up, however it actually hasn’t felt like that for us.

I imply, even with myself and Koyama, clearly we labored collectively for a very long time again at PlatinumGames, and we regularly mentioned how we liked the environment that we had on the crew we have been engaged on collectively, and we based this firm in some methods as an extension of that, in an effort to attempt to proceed to domesticate and maintain that.

What misconceptions do individuals have about why recreation studios fail or succeed?

Koyama: With the belief that I imagine our firm is in reality succeeding for the time being, I’d say one of many components behind that’s, I believe one factor you usually see when individuals discovered a brand new studio or a brand new firm is that they’ll come out of the gate swinging with these very lofty, high-minded, like, ‘right here’s our goal and our values’, they usually make sure that to hammer these dwelling to each single worker, each likelihood they get.

I don’t assume that’s essentially a mistake or something, however our strategy is just a little totally different than that. Relatively than bringing someone on, after which hoping to instill these beliefs into them afterwards, mainly from the interview section, anyone that we carry into the corporate are people who we see as already embodying these traits that we’re actually on the lookout for as an organization.

So I don’t assume I’ve ever as soon as stood in entrance of the crew and stated, ‘all people, don’t neglect concerning the 4 Cs! We love creativity, craftsmanship, and problem right here at CLOVERS!’ I’ve by no means as soon as had to try this, and I believe the truth that it’s simply one thing that our individuals naturally aspire to and embody has been a key issue behind our success so far.

Kamiya: One factor I’ll add when it comes to our scenario proper now could be that we’re very lucky to have a tremendous relationship with Capcom. They’re very conscious of what our philosophy is in the case of creating video games they usually’re very a lot in assist of that strategy and really understanding.

“Despite the fact that the honeymoon section may need been over, just about all people within the firm was relationship one another for a really, very very long time earlier than getting married, and so in that sense it doesn’t really feel like something has actually modified.”

I believe each CLOVERS and Capcom are very properly aligned in the case of making Okami the best recreation that it could probably be. All video games include each a inventive aspect and a business aspect, however I believe that each of our corporations are very a lot aligned when it comes to the proper stability between these two points for this explicit recreation and making Okami one of the best recreation it may be.

And so as a result of we’ve that mutual relationship of belief, I’m in a position to sit again and simply take pleasure in my time really creating and growing the sport, understanding that Capcom is supporting us each step of the best way.

Clearly CLOVERS is totally impartial, however you will have a big associate in Capcom. How hands-on has Capcom been day-to-day, and the way eager have you ever been to study the secrets and techniques of its current successes?

Koyama: I’ll say that as a result of Capcom trusts us an awesome deal, we’ve a variety of autonomy and freedom on the day-to-day improvement of the title. However as you recognize, they, after all, have a variety of data at their disposal that we will freely strategy them about and ask them for assist, they usually’re all the time joyful to assist us. I’d say total, we really feel like we’ve freedom and likewise an excessive amount of assist.

Kamiya: One factor that I really feel very strongly because the director engaged on improvement from everyday is that Capcom actually trusts us rather a lot. If we are saying, ‘Hey, there’s a brand new characteristic that we’re fascinated about’, or, ‘we wish to do this type of factor’, they only kind of implicitly belief us and allow us to cook dinner, they usually’ll await us to indicate them once we assume it’s in a prepared state.

So reasonably than making an attempt to second-guess each single choice, or making an attempt to type of rush us alongside and anticipate these frequent updates alongside the best way, it’s very a lot the case that once we say, ‘Hey, we’d like to do that’, they are saying, ‘Okay, nice… Present it to us whenever you assume it’s able to be proven’. And so I really feel like there’s a variety of not solely belief, but additionally respect.

Hideki Kamiya’s Clovers on the end of discs, Capcom’s trust on Okami 2, and Scalebound hopes
Capcom’s Osaka headquarters is shut by to CLOVERS.

Capcom president Haruhiro Tsujimoto just lately attributed the corporate’s fashionable success to a swap in focus away from auteur-led to team-led improvement. Kamiya-san, I believe a variety of your followers would describe you as an auteur, so how do you match inside Capcom’s considering?

Kamiya: That’s really one thing that’s been on my thoughts just lately as properly. In fact, with the caveat that I’m not aware of Capcom’s strategic planning in any method, form, or type, and that that is simply my type of private learn on the scenario. I additionally noticed these feedback, and I understood them to be indicative of Capcom’s technique and route going ahead. Nonetheless, I believe that in the case of particularly our collaboration with them, CLOVERS is seen in a unique sort of positioning, and we’ve been assigned considerably of a unique position inside that strategic framework.

What I imply by that’s that Capcom is an organization that’s always experimenting with new initiatives and new endeavor new varieties of challenges, and I imagine that they see this collaboration with CLOVERS as a possibility to carry one thing new into the world, they usually belief us as an organization who can really see that by way of and make that occur.

With that in thoughts, my focus is now on making a recreation in a method that solely CLOVERS is ready to make, and by making that recreation successful and delivering one thing that we could be pleased with to gamers, we will proceed to construct on that belief relationship that we’ve with Capcom.

There’s a variety of uncertainty in the present day round AAA video games, with much more high-profile flops than we’re used to and uncertainty round what the trail to success is. Kamiya-san, you’re extra energetic on social media than most recreation creators. So what’s the commonest request you obtain from followers on-line that contradicts what you really see gamers need from gross sales or suggestions to your video games?

Kamiya: As soon as once more, I can solely communicate for myself on this one, however despite the fact that I’m fairly energetic on social media and I’m usually commenting and studying feedback by others and sharing my opinions, I don’t assume I’ve ever as soon as thought, ‘Hey, lots of people on social media are saying they’d like to see this type of recreation, with this type of protagonist, so let’s exit and make that’.

“One factor that I really feel very strongly because the director engaged on improvement from everyday is that Capcom actually trusts us rather a lot… They only kind of implicitly belief us and allow us to cook dinner”

I’ve by no means had that thought even as soon as, and for me it’s all the time strictly me speaking with my crew and us bouncing concepts off one another, and as soon as we land on one thing that we predict goes to be attention-grabbing and sounds nice, that’s what we go for. It by no means occurred to me that folks is perhaps person sentiment or opinions that persons are sharing on social media like that and truly making inventive choices based mostly on them.

In fact, there’s all the time going to be hits, there’s all the time going to be flops, however the best way that I see it, each single a type of tasks is a singular story in and of itself. I believe each developer approaches their titles a unique method, each writer approaches their title a unique method, and typically these builders and publishers, every of them can have their very own distinctive relationships on any given challenge.

So I resist the temptation to attempt to boil every part all the way down to a easy components of ‘when this occurs, the challenge succeeds, and when that occurs, the challenge flops’. I’ve had, after all, my failed tasks up to now, and I’ve by no means thought guilty the consumer or the writer. I’ve collaborated with many various publishers through the years, and every of them have their very own totally different environments.

No matter firm I used to be with on the time, these tasks all had their very own distinctive and totally different environments. We had our stance, the writer had their stance, after which these relationships went a number of alternative ways. I do assume there are environments below which it’s simpler to develop and perhaps ones the place it’s tougher to develop, however I don’t assume you possibly can ever boil it all the way down to only one kind of all consuming issue.

One factor I’ll say, nonetheless, with that stated, is that I do assume that if the builders really feel like they’re working in a really nice inventive atmosphere, and the crew is having enjoyable with no matter they’re making, and the writer sees that, they usually encourage and foster that atmosphere, it does are likely to result in success, however not in all circumstances.

Hideki Kamiya’s Clovers on the end of discs, Capcom’s trust on Okami 2, and Scalebound hopes
Kamiya appeared at The Recreation Awards in 2024.

What’s your take as enterprise house owners, recreation creators, and followers on the tip of PlayStation bodily discs? Clearly, there’s a variety of knowledge to assist the enterprise choice, however there’s additionally robust sentiment from gamers who worth bodily media and preservation.

Koyama: From a enterprise perspective, it’s actually a rational choice. Talking for myself, I’ve been shopping for a better proportion of video games digitally these days. However on the similar time, every time I really feel like there’s a extremely particular recreation that I wish to maintain onto for the lengthy haul, I all the time make sure that to purchase a bodily copy of it.

In my home, I’ve my very own devoted recreation room with nearly all of my previous consoles, like the unique Xbox, Dreamcast, and so forth, in addition to cabinets stacked with video games. Typically even simply strolling into that room and shopping by way of the labels on the aspect of the video games simply brings that little flutter to my coronary heart, and I believe there’s something unhappy about the concept that is perhaps going away.

Kamiya: I agree utterly. I don’t purchase a single bodily recreation lately – each single recreation I purchase is 100% digital, so I take a look at that call and assume, “Yeah, I suppose that is the place issues have been heading.”

With that stated, I’m someone who, as a participant, has very explicit preferences in the case of my video games. As you recognize, I’m a really huge lover of traditional video games. I’ve a variety of my favorites from again within the day, like Gradius, Darius, and TwinBee, in my beloved assortment of arcade system boards.

I in all probability have greater than 2 hundred of those arcade boards at this level in my private assortment, and I all the time say that if you wish to play the video games of their unique type as supposed, nothing beats pulling out the arcade cupboard and enjoying it that method when you can.

Hideki Kamiya’s Clovers on the end of discs, Capcom’s trust on Okami 2, and Scalebound hopes
Hideki Kamiya’s arcade assortment.
Hideki Kamiya’s Clovers on the end of discs, Capcom’s trust on Okami 2, and Scalebound hopes

Hideki Kamiya’s Clovers on the end of discs, Capcom’s trust on Okami 2, and Scalebound hopes

However one factor that’s nice is there’s this firm now, Hamster Company, and its Arcade Archives sequence the place they’ve been porting a variety of these previous traditional arcade video games to fashionable {hardware}. And so anytime I wish to boot a type of up with out going by way of your entire problem of taking out the board, plugging every part in, and dusting off the joysticks, I can play the video games immediately on present {hardware}, and it’s the simplest factor on the planet.

That’s the large factor for me: whether or not or not the IP holders are going to take accountability for guaranteeing that each one of those video games will proceed to be out there to future generations to ensure that them to be performed. Whether or not that’s bodily or digitally is much less vital to me, simply as long as these video games can be out there to individuals sooner or later.

As a result of, as you recognize, there are already so many of those older traditional video games that aren’t playable on fashionable {hardware} in any respect, and I hope that the IP holders will acknowledge that and proceed to make these video games out there to future individuals not simply from a gameplay perspective, but additionally from a recreation tradition perspective, and to proceed to foster and develop that tradition of gaming.

So to me it’s much less vital whether or not the video games are made out there bodily or digitally, however that they’re made out there in any respect.

It’s a private anecdote, however a number of years in the past, you kindly signed my assortment of your video games, and I bear in mind a second whenever you unfold them throughout the desk and took a second to pause and replicate on all of the reminiscences. I ponder now whether or not youthful creators will be capable of have the identical expertise with a code in a field.

Kamiya: That’s an awesome level.

I’m positive you bear in mind the Iwata Asks sequence, the place former Nintendo president Satoru Iwata used to interview builders. I used to be in a position to seem one time and I really introduced my assortment of all of the previous NES titles that he labored on again when he was only a programmer.

I believe it was Pinball, Golf, F1 Race, and some others… one thing like seven video games in complete. I introduced them, and I requested him to signal all these video games for me, and I nonetheless proudly show these to this present day. So it’s a very good level that perhaps sooner or later individuals gained’t be capable of have that type of expertise anymore.

That is one thing we speak about rather a lot in our interviews, however now Xbox has a brand new CEO and a brand new plan. Have you ever requested Asha Sharma but in the event that they’re up for reviving Scalebound?

Kamiya: Effectively, no, however now’s my alternative to as soon as once more say that in the event that they wish to do it, let’s make it occur! Koyama is on board too. If you happen to may embody some footage [of Scalebound] in your article for Asha, that may be helpful.

You really talked about on social media just lately that you simply had dinner with most of the former Scalebound employees. What’s it like assembly up as a crew? What’s the temper like? It’s essential to have so many reminiscences collectively, however maybe nonetheless that remorse that you simply weren’t in a position to end the sport.

Kamiya: Effectively, I wish to make clear that for almost all of people that I had dinner with that day, it really hadn’t been that lengthy since we final met up. Two of them are at CLOVERS as we communicate and a variety of them I run into at recreation reveals and trade occasions and issues like that.

I imply, for those that are actually at Capcom, their places of work are proper throughout the road, and you may really see their constructing from right here. So typically once we’re going out for lunch, we’ll run into them on the road, and say, “Hey, what’s up, how have you ever been?” Nearly all of us are nonetheless fairly shut, so we didn’t spend your entire time speaking about Scalebound or something, simply ingesting and chatting about no matter.

However after all, it did come up a number of occasions, and all of us remembered how enjoyable it was to work on Scalebound. Clearly, there have been some robust occasions as properly, however the truth that individuals nonetheless look again on that point with a variety of enjoyable is one thing that I discover very gratifying because the director of the challenge.

In fact, it’s very unlucky that the challenge was unable to see the sunshine of day in the end, and that’s one thing that even now I nonetheless very strongly need to have the ability to see by way of if it’s all potential, and I’m being a hundred percent severe once I say that.

I imply, clearly we would not be ready to try this proper this second, however I strongly imagine that if you need one thing strongly sufficient, you finally discover a technique to make it occur. That’s the case with Okami proper now, the place even in spite of everything these years, the chance as soon as once more offered itself, and I hope that would be the case with Scalebound sooner or later as properly.

Hideki Kamiya’s Clovers on the end of discs, Capcom’s trust on Okami 2, and Scalebound hopes

Kamiya hasn’t given up on reviving the canceled Xbox recreation Scalebound.

Kamiya-san, you lately joked that you simply’d wish to make a comfy Resident Evil recreation with Leon Kennedy strolling the canine and cooking a barbecue. It was a joke, however the reception that I acquired from followers was really fairly robust, and as I become older, the thought of a slower-paced Resi spin-off sounds fairly interesting. I questioned, do you assume you’ll make various kinds of video games as you get older, and do you assume the older technology of gamers are being catered to sufficient by AAA video games?

Kamiya: Clearly, as you become older, and as you accumulate expertise, after all, simply naturally that’ll affect the sorts of stuff you create, and the sorts of stuff you’re serious about. However simply talking about that tweet the opposite day, particularly, I’ve by no means been a fan of horror. I imply, even from the time I used to be younger, I may by no means deal with it. I don’t like horror, and I don’t like scary issues. I’m not in a position to make it by way of scary films, and that was even the case again within the day.

However these days, with how photorealistic and high-fidelity video video games have gotten, the quantity of loopy, horrifying issues that persons are in a position to placed on the display screen is completely insane, and I believe anyone who’s on the Resident Evil groups at Capcom, at this level, they need to all be utterly numb to how scary the factor they’re making is.

This isn’t a joke; I’m being a hundred percent severe once I say that I want they’d make it in order that their video games may also be loved by individuals like me, who can’t deal with scary video games in any respect.

I imply, only recently this 12 months we had Resident Evil Requiem and the large return of Leon Kennedy, and he went again to Raccoon Metropolis, and he’s reliving all of these reminiscences and all of these experiences. As someone who directed that unique recreation, Resident Evil 2, I used to be curious to know the way that panned out for him. I wished to expertise that myself as a participant, however the recreation was method too scary, and I couldn’t.

俺が作ると、引退したレオンが田舎で釣りしたり山菜採りしたりパン焼いたり犬の散歩したり家庭菜園したり50キロ離れた雑貨屋に車で買い出しに行ったり昔の仲間を呼んでバーベキューしたり隣のおばあさんに頼まれてオーブン修理したり地元の祭りで自作のレモネード売ったりするゲームになるけどいい…? https://t.co/bjraaoUcoS

— 神谷英樹🍀 Hideki Kamiya🍀 (@HidekiKamiya_X) June 28, 2026

And so it’s not a joke. I legitimately wished it could embody some type of non-horror mode for individuals like me, as a result of I speak to people who’re on the Resident Evil groups at Capcom simply privately, and I inform them that their video games are method too scary, they usually’re like, ‘what, come on, they’re not that scary’. They severely appear to have no consciousness of how scary the issues they make really are, so I actually hope they deal with that in some unspecified time in the future.

Simply take a look at Bayonetta for example. That’s clearly a recreation that, at its core, is an especially technical motion recreation focusing on essentially the most superior motion recreation gamers, however I additionally wished anyone to have the ability to decide up the sport and revel in it, which is why we included the Very Straightforward Automated mode.

Additionally with Bayonetta 3, we upped the publicity or nudity issue when she does her assaults, and her garments come off, however we all know that some individuals may object to that, so we additionally included within the Naïve Angel Mode the place we toned down a variety of that publicity.

I don’t see any motive why Resident Evil can’t do the identical factor with simply turning down the horror dials just a little bit. I imply, it doesn’t even need to be something tremendous elaborate. You might simply make it in order that the zombies’ faces aren’t so scary. Why not have a mode that simply places, like, brown paper luggage on all of their heads, or as a substitute of getting these darkish dingy rooms all over the place, they may have actually nice temper lighting.

I believe even simply making a number of tweaks like these, it could make it in order that someone like me may make it all over the video games. Oh, and no blood!

Calm down, the witch is again and sexier than ever🌙

We have added the revolutionary “Naive Angel Mode” to Bayonetta 3 so extra individuals can totally take pleasure in it👍

By turning it on, you possibly can play proper in the lounge with out having to fret about what’s on display screen… we predict😅#Bayonetta3 pic.twitter.com/SEs3vqrdYc

— PlatinumGames Inc. (@platinumgames) July 13, 2022

It’s attention-grabbing that as someone who hates horror video games, you’ve directed probably the greatest ever horror video games. Does that show you don’t essentially must be a style fan to know how one can make one thing nice?

Kamiya: As you recognize, [Resident Evil creator] Shinji Mikami was my mentor, and I labored below him as only a regular developer on Resident Evil 1, and I set to work below him and study a lot, and that recreation’s theme was all about making a horror expertise.

We got down to make Resident Evil 2 with the identical horror theme, and I used to be put accountable for it, however I believe objectively talking, I’d say that Resident Evil 1 is a a lot scarier recreation than 2. I believe that comes all the way down to the truth that Mikami-san was such a horror aficionado. You might actually really feel he had extra of an understanding and appreciation for that style, and I believe that comes by way of.

So whereas I’m very gratified that folks love Resident Evil 2 a lot, I believe if it had been directed by someone who was extra of a fan of horror, it could have ended up as a a lot scarier recreation.

Had been you ever afraid of enjoying your personal recreation?

Kamiya: No, and that’s for the quite simple motive that for each Resident Evil 1 and a pair of, I labored so intently on them that I knew each single element just like the again of my hand, from the extent design, to the enemy placement, to the place the entire ammo and weapons have been. As a result of I knew that so intimately, the video games misplaced their capacity to scare me.

Resident Evil Requiem Care Center Basement and Courtyard walkthrough screenshot
Hideki Kamiya needs Resident Evil video games so as to add a ‘non-scary’ mode.

Which is exactly why I don’t assume the groups at Capcom totally perceive how scary the video games that they’re making really are! I advised [series producer] Takeuchi-san to his face, ‘your video games are too scary!’ And he was like, ‘what? Critically?!’

I get codes for each new Resident Evil when it comes out, and it all the time comes with an e-mail saying, ‘hey, we hope you benefit from the recreation!’ And I’ll ship again an e-mail thanking them for the code, and say, ‘properly, I’d like to play the sport, however sadly it’s too scary for me, so I’m not going to have the ability to. ’ They arrive again with, ‘Oh, come on, it’s not that scary, you are able to do it!’

Loads of creators out of your period communicate rather a lot about being conscious of how lengthy video games take to make and that they solely have so many left to make. Is that one thing that you concentrate on?

Kamiya: That’s one thing I hear mentioned rather a lot. The straightforward reply is that I strive not to consider that. I by no means do the factor the place you say, ‘okay, properly, if every of my video games are going to take two to a few years to make, and my life expectancy goes to be X extra years, then if I divide that, I’ll be capable of create this many video games earlier than I die’. I simply by no means actually take into consideration the long run in that type of method.

Truly, one factor that issues me greater than what number of extra video games I’ll be capable of make is that I purchase a variety of Gunpla fashions. [Holds up phone] These are the entire fashions that I purchased simply this 12 months, and I fear about whether or not I’ll really be capable of assemble all of them earlier than I die. That’s what actually retains me up at night time.

Truly, I’ve this dream of beginning a ‘Kamiya Gallery’ in my hometown of Matsumoto in Nagano, the place I show the entire figures that I purchased through the years and all of my Gunpla fashions. I don’t know what number of I’ll be capable of assemble when all is alleged and achieved, however I believe it could be cool if I may simply have a gallery the place all of these are on show for the world.

What’s one of the best fight transfer you’ve ever carried out in a recreation, and why is it your favourite?

Kamiya: Limiting this to only motion video games that I’ve made, it’s not a lot a selected transfer, however in Bayonetta, there’s this mechanic referred to as the Dodge Offset, the place you’ll have your combos, and also you’ll have assault one, then two, then three, then 4, and when you weave in a dodge in the midst of that combo, you’re really in a position to proceed the combo with out it resetting.

Out of all of the totally different motion video games and motion techniques that I’ve made, despite the fact that it’s such a small characteristic within the grand scheme of issues, I believe it provides a disproportionate quantity of enjoyable to the general expertise of really enjoying the sport, and that’s why that was very particular to me.

ファミ通7/9号、ダッヂオフセットを挙げてもらったの嬉しい…
開発途中、テストプレイを繰り返すうちに思いついたプチアイデアで、隠し味ではあるんだけど、使いこなせるか否かで世界が変わるこだわりの逸品…(自画自賛)
何より、敬愛するグラディウスのオプションと同じページというのが光栄至極… pic.twitter.com/tBPVKcqYRy

— 神谷英樹🍀 Hideki Kamiya🍀 (@HidekiKamiya_X) June 30, 2026

Truly, one factor that was extraordinarily gratifying to me just lately was that Famitsu Journal revealed a characteristic as a part of its fortieth anniversary, the place it requested its writers to pick out their primary recreation system or mechanic that was most shocking and pleasant to them in all online game historical past, and Dodge Offset was chosen as a type of.

That was an awesome honor. Even higher is that it ended up on the identical web page because the improve system from Gradius. So I used to be humbled and honored by the truth that it ended up on the identical web page as that system that I really like a lot from Gradius. It was extraordinarily gratifying.